This one is chalked up to the other deck bulding games. We had always ended the game when 3 creatures were gone (ala Dominion) when the rules clearly state 4 creatures have to be gone. Many a fun game ended too soon.
In this game you use special colored dice to resolve combat. You also use the same dice to draw from a bag to determine turn order. Well almost. The turn order dice have 6 blank sides. The regular dice only have few blank sides. If you are not careful (or careless like me) you will throw the combat dice into the draw bag and use the blank dice for combat.
Bummer that I didn't realize my mistake until the last turn..... Thankfully we screwed up one die from each side so the impact was not tragic.
We played this wrong for a couple years at home. Actually only learned of our error recently. We never payed for the added meeple from the baby making hut until the subsequent round. So we played it as free for the round we picked it up. I recently played at a friend's house and learned of the error we had been making. I do not know where I got that from in the beginning, but it had stuck as the way to play.
In Stronghold, a "breach" of the walls of the Stronghold ends the game immediately. In order to resolve melee at a wall section, subtract the Defender's strength from the Attacker's strength and apply damage to the corresponding army. If the Attacker still has units on the wall and the Defender doesn't, it's considered a breach.
The way we played, if the Attacking force and the Defending force are both eliminated (via goblin beserking), the Attacker would breach and would end the game. Our Attacker players were winning too quickly and too often. Now the Defenders have a MUCH greater chance of holding out.
I skimmed over the rules and started playing, getting more and more frustrated that I would never get much further than 1/4 of the way through the yellow and I couldn't figure out what I was doing wrong.
Well it turns out in my haste to get through the instructions and get to playing, I missed that all so important part about destroying cards if you lose an encounter. I thought the only way to destroy cards was with the +destroy ability.
When playing an opponent's event for OPS, the phasing player can *choose* whether the event happens before or after the OPS are used. Having learned 1960 first (where the event always happens afterwards), we missed this for our first half-a-dozen plays or so).
I didn't realize that on the red sided Sheriff role, you do not use this guy:
Instead every one of your meeples that round becomes a sheriff (deputy?) of which NONE can initiate fights and all gain 3 points if defeated. This changed the game fairly substantially, and I thought my friend was full of crap when he told me I was playing it wrong, since I had 15 or so games under my belt at that point.
We break this out the first time a couple of weeks ago. We're going through the clue book one clue point at a time in ORDER! We're like what the? Who could solve a mystery this way. The clues just don't make sense.
Well, it wasn't until we came up with our "solution", that we figured out why we blew it. Yes, we were way off on solving that case.
Basically, you're supposed to look up people or places that you want to go to related to the case in the "Directory" first. Find the location number in the directory, then use that location number as the clue point number in the clue book. Duh!
Next case made a whole lot more sense, and we actually solved it. Of course we didn't beat Sherlock, but at least we went from like -35 to 60 points.
Since the game is about earning VP, selling goods seemed like a logical way to earn VP. I mean, so many other euros use this for scoring. I assumed it during my initial playthrough and got about halfway through when a card stumped me and made me look up the rules since the wording of drawing an additional card for selling goods seemed off. Oops. You draw cards and don't earn VP. I started over and suddenly hand management got a lot better and the idea of using a Tower made sense.
3. The players feed their people. When all players have taken all their people figures back to their player board, they must feed their people. Each people figure requires 1 food. First, each player takes food from the supply according to the postion of his marker on the food track. Then each player returns 1 food to the supply for each people figure on his player board.
Fairly nifty this, and overlooked by many who know the game, it is possible to increase your food stocks each turn as "First, each player takes food from the supply according to the postion of his marker on the food track".
These sort of errors come from people teaching games from memory rather than from the rules.
I had to correct a rule for someone who's owned Small World for over two years. They were only allowing conquests of regions you were adjacent to at the start of your turn. They were amazedat how much more you can do when you can conquer and interact with your opponents when you play properly and can attack anything you are adjacent to *during* your turn.
My game group has been starting every game night with a quick one-lap race from a vast storehouse of courses. We have a yearly season winner and have been doing this for some 12 years.
It was only two or three races ago that we realized that when your car moves adjacent to more than one other race car - you roll once for body damage for each adjacent car. Now rolling three die for body damage, using a die that seems stuck on 1, is a lot more stressful.